Ramadanayoga, Made (2021) The Implementation of Gamification Based on Balinese Local Stories as a Teaching Media Toward Student's Reading Comprehension on 5th Grade Students. Undergraduate thesis, Universitas Pendidikan Ganesha.
Text (COVER)
1612021133 - COVER.pdf Download (800kB) |
|
Text (ABSTRAK)
1612021133 - ABSTRAK.pdf Download (211kB) |
|
Text (BAB 1 PENDAHULUAN)
1612021133 - BAB 1 PENDAHULUAN.pdf Download (294kB) |
|
Text (BAB 2 KAJIAN PUSTAKA)
1612021133 - BAB 2 KAJIAN TEORI.pdf Restricted to Repository staff only Download (277kB) | Request a copy |
|
Text (BAB 3 METODELOGI PENELITIAN)
1612021133 - BAB 3 METODELOGI PENELITIAN.pdf Restricted to Repository staff only Download (450kB) | Request a copy |
|
Text (BAB 4 HASIL DAN PEMBAHASAN)
1612021133 - BAB 4 HASIL DAN PEMBAHASAN.pdf Restricted to Repository staff only Download (479kB) | Request a copy |
|
Text (BAB 5 PENUTUP)
1612021133 - BAB 5 PENUTUP.pdf Restricted to Repository staff only Download (179kB) | Request a copy |
|
Text (DAFTAR PUSTAKA)
1612021133 - DAFTAR PUSTAKA.pdf Download (221kB) |
|
Text (LAMPIRAN)
1612021133 - LAMPIRAN.pdf Download (5MB) |
Abstract
This research aimed to investigate the implementation of gamification based on Balinese local stories as a teaching media which could increase 5th grade students’ reading comprehension. Gamification develops the mechanics of the games and engages people using the game thinking. Gamification also encourages action, learning and problems solving to the user. The design of this research was classroom action research (CAR) that focused on collecting the data using pre-test and post-test in every cycle. The total of cycle in this study are three cycles and to finish each cycle, it takes four days. The form of the test used in this research was in the form of multiple choice. The subject of this research was the 5th grade of SD 3 Banjar Jawa which consisted of 30 students. The result showed that there was an improvement from the first cycle to the final cycle that was proved by the result of pre-test and post-test from each cycle. The first cycle showed that 36.6% of the students passed the first test on the first cycle. Meanwhile, in the final post-test, it showed that all of the students could pass the post-test given. The results of the final cycle proved that Gamification could improve the 5th grade students’ reading comprehension by providing joyful learning environment for the students.
Item Type: | Thesis (Undergraduate) |
---|---|
Uncontrolled Keywords: | Gamification, Reading Comprehension, Young Learner |
Subjects: | L Education > LB Theory and practice of education L Education > LB Theory and practice of education > LB1501 Primary Education L Education > LC Special aspects of education P Language and Literature > PE English T Technology > T Technology (General) |
Divisions: | Fakultas Bahasa dan Seni > Jurusan Bahasa Asing > Program Studi Pendidikan Bahasa Inggris (S1) |
Depositing User: | Made Ramadanayoga |
Date Deposited: | 10 Feb 2021 06:18 |
Last Modified: | 10 Feb 2021 06:18 |
URI: | http://repo.undiksha.ac.id/id/eprint/5024 |
Actions (login required)
View Item |